Purple Crystals of Death

I also died to them once, they do make a noise if you listen carefully. You can also read his name, but i agree it is crap. Among many other things that are crap.
i still cant see them. theyve gone off many times now when ive been playing and i have never noticed them until they swell up and are about to pop, and worth noting they are at a point where its too late for me to react to them and move out of the way.

i just cant see them, ever, ive never looked and said oh theres that thing, let me get out of the way so i dont die. its simply oh that the... bang, they blow up. theres no time to react, i cannot see these things until theres no time to react, i cant hear them, i dont know they exist.


its awful, all mechanics like this are terrible mechanics added because of stupid power creep that has destroyed the gameplay.




i feel like this is the convo among the devs, they probably dont realise this is the convo, but in other words this is what is being said:

"our game is now too much of a power creep cluster fuck to have any kind of combat gameplay that makes sense and provides a real skill vs risk play factor where people can outplay a legitimate danger, so we should probably add more inevitable gotcha deaths that make our game feel like total shit to play in order to seem like theres gameplay, because if players never die theyre going to realise gameplay doesnt exist anymore."

i think theyre having that conversation but theyre using a different framing and kidding themselves that its not what theyre advocating and why.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
https://clips.twitch.tv/CleanBetterDunlinRlyTho-_9XoqjXos3_LA_rN

Subtractem death to purple crystals, listed as Exploding Crystals when Hit

Clarity of this mod need improvement, Tag does not indicate crystals will remain dormant until the rare monster has died.

Maybe changing this mod to function more like the Lightning Mirages on Hit mod would be a better solution, it becomes a real time threat while you are engaged and fighting the enemy, rather than an after death effect that may catch you off guard, as after you kill a monster you should feel safe to proceed/move on/loot.

Color of the crystals is purple which is usually associated with chaos damage, when the crystals are capable of doing all 3 types of elemental damage instead.

Hard to see in combination with other mods, such as Temporal Bubble as seen in the clip above.
Purple crystals need to be easier to see, do less damage, and a longer delay between monster death and crystal explosion
This mod is extremely punishing to any build that hits really fast and does small amounts of damage (e.g. srs, any fast hitting melee build, etc..) . If your build resolves around doing small hits but really fast and you kill the rare fast enough, the crystals will stack on you and you die instantly after they explode. A death by this mod is very anticlimactic, boring, and in my opinion has no place in this game.

https://www.youtube.com/watch?v=oc63jM4bWBs

This reminds me of the days where you had a detonate dead totem off-screening you (which took GGG a long time to patch), or when you had poor visuals and a corpse explosion rare just exploded your character into smithereens.

I have played this game since the time when Fellshrine ruins was the place to farm, and then it became dried lake, etc...

Given my game experience, it seems this type of way to kill players is never going to go away. If they GGG even thinks about nerfing this, another similar annoying "on death mechanic" will just swap in its place until it kills enough players and someone ends up making another post about "on death effects", the apparent infinite loop just starts over.


https://www.reddit.com/r/pathofexile/comments/g85qkx/on_death_effects_are_getting_ridiculous/

Players have even designed their builds to mitigate such attacks, e.g. getting ways to remove corpses off of the ground in order to prevent them from exploding on your character, (bubonic trail boots, or devouring diadem), but this new crystal mod has no way for us to remove it off the ground or mitigate it since they don't spawn from corpses. It's like a bleed or poison stack that you can't remove and only activates when the mob dies (lul).

https://www.youtube.com/watch?v=bjVPnazGTAs
https://www.youtube.com/watch?v=fye5jTv9iMg
https://youtu.be/AMFvgr12w8w?t=14



History of bad "on death" mechanics implemented by GGG

1. Porcupines (mitigated by armour, block, or dodge...)
2. Detonate dead totems (pretty much dead if you stand on the corpse)
3. Stygian Revenants (pretty much dead if you stand on the spikes)
4. Tormented Martyr (the ghost that makes mobs explode on death..yay! pretty dead if you kill anything close to you, good luck melee)
5. Baran's Citadel lightning spikes (pretty much the same as the crystals now, except they explode when the mob dies), also a much hated on death mechanic that was removed from the game (only to be replaced by the crystal one in hopes players will forget)
6. volatile dead balls (out run them and hope you don't forget when you backtrack lul)
7. Purple crystals (don't play fast hitting builds that require ramp)

I'm sure I'm missing alot more on this list, feel free to contribute.

Dying to any of the above feels really bad...I don't even know how GGG comes up with these mechanics, certainly, there should be a review of, "what happens if a player dies to this, how will they feel, is it going to be satisfying, a worthy death" because none of the ones listed above feel "worthy".

Simply put. feelsbadman

Edit: sometimes I think bad visuals is a major part of the problem, the game is already hard to see with so much going on on the screen, I think if you're going to introduce any "on death mechanic" into the game, the visuals have to be outstandingly clear in order for the player to know and react accordingly. In every case above, that seemed to be the case that patches improved visibility of these mechanics.

E.g. having red spikes on the corpse exploding, I commend them on this as it was a huge plus on GGG to add this, along with a delayed explosion timer.
Last edited by vietknight#2305 on Apr 2, 2023, 8:01:07 PM
They did finally change this mod a bit. Does chaos damage so its visually clear there now, more charge up time before detonation, less damage and a larger graphic on the ground so its easier to see.

Hopefully its enough.
Last edited by gladiatorpie#3317 on Apr 2, 2023, 7:36:00 PM
We did it boys! congratss!
Also you can't see them through loot or any kind of mechanics that have text, like essence, altars etc..
Patch was good but still I think this mechanic needs work. It's way too dangerous and now with crucible and the massive UI covering the view of your character you can't see any crystals under you if you happen to be charging and your srs kills a crystal rare mob off screen. you die and you can't even see the crystals under you...wtf man.

Death by bad UI and bad visuals. yay.
The crystals are cancer for sc too...

Along with the exp loss.

It's not fun. It's not interesting. All it does is waste everyone time.

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